Smartphones also provide an easy way for teachers to “inspire students to positively contribute to and responsibly participate in the digital world,” as espoused by the ISTE Standards for Educators.
research shows that when students are engaged in their learning — and they’re almost always engaged with their phones when given a choice — they are less likely to succumb to distractions.
1. Create short videos.
Videos can express any type of learning in any style, from music videos to interviews, book trailers, historical re-enactments, tutorials and stop animations.
Flipgrid is the one of the best educational video-creation sites
Gartner predicts that nearly 38 percent of companies will stop providing devices to workers by 2017 — but 20 percent of those BYOD programs will fail because of overly restrictive mobile device management measures. So how can IT pros devise a BYOD strategy that stays afloat? Here are six guidelines to accommodate legitimate IT concerns without sinking a policy’s odds of success:
Look to Existing Policies
Before creating a BYOD policy, take a look at existing HR and legal procedures. Many email, VPN, and remote access security policies can be applied to mobile devices, as well.
Provide Training and Education
Employees are using personal devices at work, whether the company realizes it or not. But that doesn’t mean they are using them correctly. Employees often use file-sharing and other tools of their choosing without IT’s knowledge, which could put sensitive corporate data at risk. Use a BYOD policy to trainemployees how to correctly use their applications
Specify Devices
BYOD isn’t limited to smartphones. According to Gartner, a “new norm” is emerging in which employees manage up to four or five devices at work.
Enforce Passwords and Encryption
passwords aren’t foolprool. Data encryption is an additional security measure
A smart BYOD policy doesn’t mean IT is off the hook. Rather, successful policies rely on IT and employees sharing security obligations.
Set Ownership Expectations
Employees often fail to realize that all data on their devices is discoverable, regardless of whether the device is personal or company-owned. The question of who owns what is still a legal gray area, though companies increasingly take the liberty to remote wipe employees’ personal devices once they leave their job. Avoid the guessing game with a clear exit strategy.
350 researchers, 200 graduate students, and 150 professionals in the AI sector. “We need AI, we need machine learning, we need the development of new technology to get people more efficient
Unimersiv is in the business of educational experiences — works on both Samsung Gear VR and the Oculus Rift, and takes viewers underwater to explore the Titanic and to one of our closest planets through the “Mars: Curiosity Rover,” app
Discovery VR app. The app works on nearly every single VR platform: Google Daydream, Samsung Gear VR, HTC Vive, Oculus Rift and Google Cardboard viewers using both iOS and Android devices.
One of the most intriguing hidden features of the first Daydream standalone headset — the Lenovo Mirage Solo — is its ability to play normal Android apps in a flat 2D window.
Vocaroo provides an easy way to record and download spoken audio.
This video provides an overview of the basic steps needed to make a VR tour. To add audio to the tour, follow the steps outlined in this video. And watch this video to learn how to layer-in pictures
VR Book Tour With Patches. is a free online tool for creating virtual reality scenes.
“Formulating a product, you better know about ethics and understand legal frameworks.”
These days a growing number of people are concerned with bringing more talk of ethics into technology. One question is whether that will bring change to data-science curricula.
Following major data breaches and privacy scandals at tech companies like Facebook, universities including Stanford, the University of Texas and Harvard have all added ethics courses into computer science degree programs to address tech’s “ethical dark side,” the New York Times has reported.
As more college and universities consider incorporating humanities courses into technical degree programs, some are asking what kind of ethics should be taught.
In October 2018, the Education Week Research Center conducted a nationally representative online survey of nearly 500 K-12 teachers, principals, and district leaders to learn more about their views on innovation—a common buzzword that was defined in the survey as “the introduction and/or creation of new ideas or methods.”
Integrating technology into your teaching practice can be intimidating. Where do you start? What tools do you choose? What are the questions you need to ask?
In Selecting the Right Tech Solutions for Your Classroom, you’ll get the guidance you need to thrive with edtech, whether you’re just dipping your toe in or rethinking a districtwide approach. Throughout the course, you’ll engage in online content, develop materials specific to your context and receive feedback from experts. The course culminates with a capstone project that can be used to communicate with stakeholders about your selected technology, your rationale for choosing it and how you’ll implement it.
Every number released in conjunction with Fortnite is staggering, even within the context of a $137 billion industry. On the same day as its Fortnite Pro-Am tournament at E3, the video-game industry’s largest convention, the game was released for the Nintendo Switch, and within 24 hours it had been downloaded more than 2 million times. Analysts estimate that Fortnite is currently raking in more than $300 million a month, and has made its maker, Epic Games, more than $1.2 billion since its battle royale mode launched in late September.
Fortnite is virtually identical on every platform, and players can move from their PlayStation to their phone and back without missing a beat. Milligan first heard about the game back in September. “It was the next new game, like when Minecraft came out, but way more popular.”
The cadence of a Fortnite game is that nothing is happening and then, very suddenly, everything is happening. The game has three main modes: solo (every player for themselves), duos (teams of two), and squads (teams of three or four), but there are consistently around 100 players in every session.
Even when kids aren’t playing Fortnite, they’re talking about Fortnite or finding ways to profit from it.
Video games pioneered the dopamine-rush cycle. Using bright graphics and sound effects to make players feel continual accomplishment, arcade games were honed to make players feel like they needed to feed in just one more quarter over and over again — slot machines that kept people entranced without ever having to pay out. The addictive core of video-gaming never went away, even as games became more complicated: Every win, every high score, every 100 percent completion, every secret and Easter egg was a chance for a little rush of accomplishment and satisfaction.
And then mobile products learned to do the same thing. Give people goals, reward them with flashes of color, and you could entrance them into something resembling addiction. This was called, tellingly and unsurprisingly, “gamification”: Treat every app and every activity as a video game, with scores, prizes, and leaderboards. Snapchat rewarded users who talked every day with “streaks”; the exercise app Strava allowed you to compete with other joggers and earn badges; Foursquare turned the entire world into a game of king of the hill.
The process has come full circle. Fortnite is a gamified video game.
Remind, emailed users late Monday to tell them that Verizon had decided to treat their messages as spam — a move that would make it impossible to continue distributing messages for free. The change would affect 7 million of the service’s 31 million users
Remind officials said the company had been trying to negotiate with Verizon since last summer, when the company first announced the rate increase. (They also said they are locked in a similar conflict with a telecommunications company in Canada.)